Having the choose your path scenario could work in a pay to play world but only if both paths have the same chance of high influence in the world. Restricting access to the more action fun areas due to the path you choose might be hard for business.
But if the path choices took the player in totally different directions (areas, items, world NPC interaction) that could end up in the same place (like being a WL) now that would be an interesting way to go. The ones who choose a life of less risk could go down a path that has them more involved with the high politics of the world and be champions of the people were the ones that choose a more risky path would be the action heros called on in when all other negotiations fail.
If you are doing exactly what your fellow craftsman is doing, and he turns out ten items, and you turn out five, I would call that unfair.
No, sorry, where one may get a favorable roll and another an unfavorable one is unfair. Disparity = unfairness.
Do you want "real life" in the death system?
Whether you accept an outcome as "luck of the draw" is an attitude to the outcome, not whether the outcome is fair or not. This attitude is in fact used to rationalise why an unfavourable (or unfair) result has just happened to me when I'm such a nice person, viz "it wasn't personal, it was just luck-of-the-draw".
I believe that is the main reason to incorporate randomness into a system is to create uncertainty. The question is how much uncertainty is to be applied?
A certain play style is promoted for the current death system. A certain play style will evolve for whatever death system is used. This is unavoidable. The death system influences the style of play.
Next idea, then. Perhaps if an XP penalty were enforced upon death for the non-stranders. Ripping away a portion of the energy you've grown, rather than tearing at tethers that - however disturbing it may be - don't exactly harm you when they're cut.
Okay, just to define 'fair' a little more, I personally feel that 'unfair' implies intention. To be unfair, someone needs to do it on purpose, to say it roughly. There has to be some act of impartiality. Random and/or unexpected events are no one's fault, no one set them in motion to do anything, so they can't be unfair by my definition.
I like the way SZ was going with the "choose your poison" path. You can have SS or you can have XP loss. This way it is the consumers (players) that decide what is better. If you think about it we already have the gung-ho and softy choice now. The gung-ho players are out there taking big risks in tough areas to gain most of their XP and the softies are gaining most of their XP from quests and the like which in general are a lower risk way of getting XP in that you are getting XP the whole time you are playing, not just in battle. Of course that path has its risks as well since GM run fights tend to be much harder then AI run fights
I was wondering: 1) what people would think if it was possible to re-attach a SS and
2)how much they would be willing to "pay" for the re-attachment of a SS.
3) how easy or hard this should be (i.e. only for high levels, or for everyone, or only on certain quests, or for a bunch of True, or... you name it)
If (please note the word "if") we would implement such a thing, I would think that this would compensate (at least somewhat) for SS loss due to lags, disconnects or other technical glitches.
The first sign of weakness is to consider the possibility...
I was wondering: 1) what people would think if it was possible to re-attach a SS and 2)how much they would be willing to "pay" for the re-attachment of a SS. 3) how easy or hard this should be (i.e. only for high levels, or for everyone, or only on certain quests, or for a bunch of True, or... you name it) If (please note the word "if") we would implement such a thing, I would think that this would compensate (at least somewhat) for SS loss due to lags, disconnects or other technical glitches.
1) what people would think if it was possible to re-attach a SS
Just to make sure, we are still talking about the MMO here.
I was wondering: 1) what people would think if it was possible to re-attach a SS
- You're at 9 SS's lost, you now have the option to seek out an NPC healer and be set back to 'half-strength' with your soul, or 5 SS's remaining. The process of doing this weakens you, you lose half your total experience, and lose a point of constitution (white not green, so permanent). You can do this as many times as you want until you bottom out on that stat (i.e. 3). So let's look at an example. Character A facing imminent death, and goes to the NPC. The process occurs, and at 20 million experience, he loses 10 million, and all the levels that go with that. His constitution of 18 is reduced to 17, and where the maximum +12 'buffed' constitution was once 30, it is now 29. In the process of regaining strength to the attaching strands, he went from 9 SS's to 4 SS's lost. Were he to have had SMD, and were at 14 SS's, he would go to 9 SS's lost.
But it shouldn't be made to breed exclusivity (i.e., don't make it a million gold). When we do things like making this process require a certain epic level, or an epic item, or an absurd amount of gold... we reap what we sow.